{"title":"小进步措施的改进","authors":"Maciej Gazda, T. Willemse","doi":"10.4204/EPTCS.193.12","DOIUrl":null,"url":null,"abstract":"Small Progress Measures is one of the classical parity game solving algorithms. For games with n vertices, m edges and d different priorities, the original algorithm computes the winning regions and a winning strategy for one of the players in O(dm.(n/floor(d/2))^floor(d/2)) time. Computing a winning strategy for the other player requires a re-run of the algorithm on that player's winning region, thus increasing the runtime complexity to O(dm.(n/ceil(d/2))^ceil(d/2)) for computing the winning regions and winning strategies for both players. We modify the algorithm so that it derives the winning strategy for both players in one pass. This reduces the upper bound on strategy derivation for SPM to O(dm.(n/floor(d/2))^floor(d/2)). At the basis of our modification is a novel operational interpretation of the least progress measure that we provide.","PeriodicalId":104855,"journal":{"name":"International Symposium on Games, Automata, Logics and Formal Verification","volume":"207 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2015-09-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"3","resultStr":"{\"title\":\"Improvement in Small Progress Measures\",\"authors\":\"Maciej Gazda, T. Willemse\",\"doi\":\"10.4204/EPTCS.193.12\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Small Progress Measures is one of the classical parity game solving algorithms. For games with n vertices, m edges and d different priorities, the original algorithm computes the winning regions and a winning strategy for one of the players in O(dm.(n/floor(d/2))^floor(d/2)) time. Computing a winning strategy for the other player requires a re-run of the algorithm on that player's winning region, thus increasing the runtime complexity to O(dm.(n/ceil(d/2))^ceil(d/2)) for computing the winning regions and winning strategies for both players. We modify the algorithm so that it derives the winning strategy for both players in one pass. This reduces the upper bound on strategy derivation for SPM to O(dm.(n/floor(d/2))^floor(d/2)). At the basis of our modification is a novel operational interpretation of the least progress measure that we provide.\",\"PeriodicalId\":104855,\"journal\":{\"name\":\"International Symposium on Games, Automata, Logics and Formal Verification\",\"volume\":\"207 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2015-09-24\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"3\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"International Symposium on Games, Automata, Logics and Formal Verification\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.4204/EPTCS.193.12\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"International Symposium on Games, Automata, Logics and Formal Verification","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.4204/EPTCS.193.12","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 3
摘要
Small Progress Measures是经典的奇偶博弈求解算法之一。对于有n个顶点,m条边和d个不同优先级的游戏,原始算法在O(dm.(n/floor(d/2))^floor(d/2))时间内为其中一个玩家计算获胜区域和获胜策略。计算另一个玩家的获胜策略需要在该玩家的获胜区域上重新运行算法,从而将运行复杂度增加到O(dm.(n/ceil(d/2))^ceil(d/2)),用于计算两个玩家的获胜区域和获胜策略。我们对算法进行了修改,使其能够在一次博弈中得出双方的获胜策略。这将SPM策略推导的上界降低到O(dm.(n/floor(d/2))^floor(d/2))。我们修改的基础是对我们提供的最小进展度量的一种新颖的操作解释。
Small Progress Measures is one of the classical parity game solving algorithms. For games with n vertices, m edges and d different priorities, the original algorithm computes the winning regions and a winning strategy for one of the players in O(dm.(n/floor(d/2))^floor(d/2)) time. Computing a winning strategy for the other player requires a re-run of the algorithm on that player's winning region, thus increasing the runtime complexity to O(dm.(n/ceil(d/2))^ceil(d/2)) for computing the winning regions and winning strategies for both players. We modify the algorithm so that it derives the winning strategy for both players in one pass. This reduces the upper bound on strategy derivation for SPM to O(dm.(n/floor(d/2))^floor(d/2)). At the basis of our modification is a novel operational interpretation of the least progress measure that we provide.